Jump to content

PsychorGames

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by PsychorGames

  1. Currently working on it. Tempted to remove Recall mode because it may not be necessary, Recall mode did work as a very effective "Pacifist Mode". Decisions, decisions. Also, in Hire and Recruit 3, allies will have unique personalities and will have moods you'll have to care for. Also they can mutiny. That's just a sneak peak.
  2. I am once again going to remake Hire and Recruit. Third time's a charm, right? It'll be way f__king better, with the ability to hire anyone without initiating dialog. This will allow you to hire many animals and robots you could not in HAR2. It will also remedy that bug where "I'd like to hire you as a mercenary" would cause issues with human dialogue, because hiring will be in a pop-up box instead of speech. The hiring ritual will be entirely re-done. Instead of the original mod, where your mercs follow you indefinitely, your recruits will only follow you for a number of days before they ask for a break. If you lead your recruits into battle several times, they will grumble and ask to go home. You can then either allow them to go home, pay them a small fee to keep fighting, or threaten them to stay in your party, which will lose you karma. Each time your recruit goes home, you can give them training orders! So the next time you hire them, they'll be stronger. This is a more elegant and realistic approach to the original mod's unrealistic training and upgrading mechanic. Because your recruits will only follow you for a limited time, hiring will be MUCH cheaper. An NPC with a higher level will be more expensive to hire. To mitigate the expense of hiring recruits, you can get good karma, increase your barter (for unfactioned humans), or increase your faction reputation (for factioned humans). I plan on putting in the quest marker functionality so you can see all your recruits on the minimap. Naturally, New Vegas is buggy as s***, and NPCs will still probably vanish from your party, so Hire and Recruit 3 will have an in-character explanation for why this happens: NPCs who vanish from your party are deserters / betrayers. This is thematically consistent with why the glitch happens in the first place: the actor's routine is very important to them. However. I think I can make a fix which will reduce the chance an NPC will vanish from your party. New features: - Feed creatures / animals to heal them. - Repair robots with scrap metal and other parts to heal them. - Training orders: When your recruit goes home, you can instruct them to train and make them become more skilled. - Humans will only travel with you for a limited time. I'm thinking that creatures should still follow you indefinitely. - Could be cool to include a mechanic where you also feed your human buddies, now that I think of it. Let me know your thoughts. - Like in HAR2, I'll include the ability to make your recruits into "Veterans". This time, you won't have to level up to do it. That's just silly. For this new version, you have to hire them repeatedly and let them go home after several adventures. The idea is that your recruit is growing more capable with each quest they go with you on. But rest is essential for growth, as we all know. - ROMANCE?! There are popular requests that I think I probably will NOT add to this new mod, because I like to keep s*** simple, and the less I succumb to feature creep, the less this mod is likely to break or make other mods f__k up. These features are commonly requested, but I may only employ the most popular one. 1) Use Melee / Use Ranged (Not as easy to implement as you might think, and you can already sort of do this by taking all the ammo from an NPC) 2) Wait / Follow (A risky feature to employ in the shitty Gamebryo engine. I may replace this with "Follow Close / Follow Far".) 3) "Go Attack X Actor" (My main fear is that this will be too easily exploitable. Enemies will attack your follower, but they won't attack you... so it will make combat riskless.) 4) Recall Mode (The true purpose of this mode was to prevent recruits vanishing. Instead, I'll have actors be perpetually in "Recall Mode", so it won't even be a feature. All recruits will just constantly be getting summoned to the player.) These features are not off the table, but they are not likely to make the final cut. Please give me your feedback. You may notice that this version of Hire and Recruit seems to be lightweight. You could even say its features are rather few. Well, this is by design. I like my mods to be lightweight so as to function well with other mods. If you have any ideas for features, do let me know. Lastly, I'll finally get around to making a Pip-Boy graphic for the recruitment contract. About damn time, right?
  3. Could be my mod: Awesome Crippling Effects. Or it might be ragdolls. Those are my guesses.
  4. Yes. Yes. Yes. I also contacted 3 different people tangentially related to Asurah. Near as I can tell, they were having issues with harassment online and took a break. Their DM's and forum posts are locked.
  5. I would like to get in touch with Asurah so that I could use his/her animation resources for a project I'm working on. I can't find them on the Nexus.
  6. As it happens, I am a writer and I write the English gooder than many peoples. Hit me with your pitch. Make it good.
  7. I want to use a few of Asurah's animations for a mod involving Gun Fu in Fallout: New Vegas. Chiefly, the rolling / diving animations. Here is the proof of concept. I have been unable to get in contact with Asurah. It seems they have left the Nexus altogether?These anims are perfect for my mod needs.
  8. Anyway, there is no mod that turns the speech checks into percentages. In my opinion it's better that way but hey, maybe you could make that mod and get some recognition for it!
  9. Hey, I thought mods were supposed to improve New Vegas ZING
  10. You know, I was thinking about making one just the other day. What I would do is after game completion, kill and delete every NCR NPC if you chose to side with the legion, and vice versa. I could do it pretty easily.
  11. Speaking of Alternative Death mods, I was thinking about making one the other day. Is there a particular demand for it that hasn't been quite filled for New Vegas?
  12. Thank you. What kind of script does it need to be in? Object, Effect, or Quest? Does it matter?
  13. This is extremely frustrating. All I want is to make the Player play a certain animation. I'm trying to play ANY animation here, but PlayIdle on the player is bugged, so I've tried snooping other people's mods for workarounds. They use some kind of domino trigger effect that uses an ingestible and a base effect, but base effects can't be cast immediately on player from a quest script, and ingestibles can't run effect scripts. This is really, really, really, really REALLY annoying. For god's sake, HOW can I make the player just play a specific animation through scripting? This is bonkers. Christ. I've been trying for longer than I care to admit to get this to work.
  14. [sUCCESSFULLY RESOLVED] It took me all day, but I finally figured out how to do what I wanted. The solution is actually charmingly simple. if player.isspelltarget BrahminMeat ; do thing endifTo any future readers, you're welcome. At one point I gave up on looking for a function to see what the player had ingested, and was instead looking for a way to scan the player's nearby surroundings for dropped food items, that way I could disable the bonuses granted if the script detected that the food was simply removed by dropping and not by actually eating. That went nowhere and was overly complicated anyway.
  15. Hello me from the past and anyone who is wanting the know the same thing currently. The trick is to use the function "ObjectUnderReticle" OR "GetCrosshairRef" set GuyInFrontOfMe to GetCrosshairRef if iscontrolpressed 5 GuyInFrontOfMe.StartConversation Player 00Greeted endifThis is what I did for my mod Hire And Recruit.
  16. I could probably add that effect to the item itself, but I only want the effect to occur during specific circumstances. I guess I should have prefaced with that. I don't want the Brahmin Meat to increase the Player's carry weight all the time. I guess I might as well just explain my mod idea. This is how it works. If you crouch near a campfire you have the ability to cook your food (as long as there is a frying pan in your inventory). A menu will pop up asking you if you want to cook your food. If you select yes, all the food in your inventory will be "Well-Cooked" and eating certain foods will give you certain bonuses. Brahmin Meat and Brahmin Steak will increase your carrying capacity by 100. Dog Meat and Coyote Meat will increase your Agility by 5 and Luck by 5. Maybe Pinyon Nuts will increase your Endurance. Maybe Broc Flower will increase your charisma. Basically, when you are "Well-Cooked", food items give you cool bonuses when eaten. The "Well-Cooked" effect wears off over time, but you can get it again by going to a campfire with a frying pan in your inventory. I don't want to edit the ingestibles themselves, because there are other mods that edit ingestibles, and I don't want my mod and theirs to interfere.
  17. Let's say I want the Player's carry weight to increase after eating Brahmin Meat. How would I go about doing that? I could theoretically make a script that just checked how many Brahmin Meat's were in the Player's inventory, and when one was removed, the script that increased the Player's carrying capacity would run. But in that case, I would have to pray that the player wouldn't discover that he could just get the carry weight bonus by dropping the Brahmin Meat from his inventory, or placing the Brahmin Meat in a container. So, is there a function I can use that will just get whether the Player has eaten the Brahmin Meat or not? Anything in NVSE? - This is for a new mod I'm making called "Survival and Medicine Revolution". If you play New Vegas, and you haven't seen my last revolution, "Unarmed and Melee Revolution", I highly recommend it! Thanks for the help!
  18. I didn't develop the JIP version of the mod, which is the one you're using. I made the regular version. That said, I can't help but giggle a little bit imagining NPC's hitting light speed and veering off into the sunset for no reason. This is not an issue as of regular ACE 1.6 because I wrote in the script essentially this command: "If the character doesn't have either of their legs crippled but their speed is less than 75 (this was the issue in which NPC's would have no broken legs but were inexplicably walking slower), set speedmult of this bugged character to 2X their current speed (which will hopefully reset them to their original speed.)" I use spells to keep track of whose legs have been crippled and who has had their speedmult corrected. I'm going to post an updated version of NVSE Awesome Crippling Effects, one which corrects a different problem entirely, but maybe you can try it out and tell me if it works better for you. The problem that 1.7 addresses is sometimes some NPC's will be getting constantly pushed around after being crippled. I added a spell to them that makes it so that they won't get pushed around if the spell is presently on them.
  19. Taking a cursory look at the multiplayer mods for Skyrim, they don't seem to have functioning split-screen either, but have two actors on the same screen that can be controlled. I'm simply wondering about that effect shader...
  20. My idea: - A new actor is spawned into the game near the player. He could be controlled with scripts and possibly packages. - A rectangular game-object is suspended in front of the player - a "window" through which we will see what the new actor sees, essentially creating a split-screen for two players. = How can we make this "window" render what Player 2 sees? Well, I was poking around through the Geck and I found this effect shader called "effectReflect"... I'm not sure what it does and I'm not sure how to implement it, but I want to believe it creates a "reflection" effect not dissimilar from what a mirror would do. I thought, instead of acting as a mirror, could it possibly be used as a "window" as described above? Or am I misunderstanding what the effect shader does? If effectReflect can be used as described, how can I put it into the game world onto a rectangular game-object, if such a feat is possible?
×
×
  • Create New...